Alan Snider - May 9, 2005 10:44 am (#9817 Total: 9825) On the Playtest Table: Adam Starkweather's "The Devil's Cauldron"; and announcing the "Northern Knights Wargaming Group" in Vancouver, Canada with a retail store of it's own at http://www.stalag17wargames.com/ GAMENIGHT, May 7th: Terence Co dropped by early in the day to get the long awaited first playthrough for BSO Games "Zama" underway. Terence took the Romans, while I took Hannibal and his Carthaginian forces. The physical components of the game are a bit of a mixed bag. The counters by Mike Lemick are possibly his best work...ever. The map is a bit of a letdown though, as it is simply a black and white grid of squares. This will not affect the gameplay, as the actual battle happened in a field of Hannibals' choosing, and all terrain can be considered clear. The countersheets were not arranged in a way such that rigging up 2-sided counters can be easily assembled. I suffered through 10 hours of assembly to get those counters set up right, cutting each individual side of a counters separately. The results were beautiful though, and the effort was not wasted. The Carthaginian player gets to move first, which opened up the first tricky bit of the mechanics... Is it best to use up one's "group" move card early to close ground, or is it best used later to shore up battle lines after an attempted set of maneuvers. I chose to save it for later and use 4 cards of MP's to move my front line forward, but not within range of the enemy. I found it to be a bit overwhelming to guess as to what cards I might need a bit later ie. rally or cavalry charge cards. Instead I used them in the first 2 turns as movement points. As both players were reluctant to make the first set of attacks, the Romans chose to pounce using the group move card in turn 3. This revealed the next tricky bit: one can only launch one attack per round of movement, so when combines too many cards in a round; one limits the number of total attacks during a turn. It seems better to attack in short small attacks; then either recover using a rally card, or use a group move card to reduce the amount of vulnerable flanks (particularly with infantry). The battle then got locked up full force during turn 3. It reminded me of the "Twilights' Last Gleaming" system from DG, in that once locked in battle, it is likely the battle willl continue until someone retreats or is destroyed. We also found it important to leave a line of empty space to cover retreats..otherwise one makes it to easy for ones' opponent to eliminate your units. The attacks by both sides see-sawed, with both sides taking nearly equal losses. Hannibal had atempted a few early outflanking movements, but as the game alternates in mavement/battle rounds, this simply opens up ones' own troops to being outflanked. This was a limiting feature of the square hexes, and facing being to a side rather than a corner of a hex. I will say this is the most 'gamey" feature of the design, but RHB clearly states that this is a game rather than a simulation. The Romans made a last ditch attempt on turn 6 (final turn) to eliminate Hannibal, but were unable to do so. This left the victory point tally at the end of the game at 54-43 for the Carthaginians. The early victories in the initial assault proved to be the difference in the game. While I was really hoping to like this game, I found it clunky and gamey in its' mechanics. I sense that the key may be in the cardplay and measuring out grande movement vs. staccato attacks as your carddraw and situation on the gameboard dictate. The game may offer much more than I have been able to figure out so far, and Terence will take it home to give a few more spins prior to writing his review, as it will be interesting to find out if creative cardplay can overcome the clunkiness of the facing rules. If one can find a way to gain an edge tactically without giving away an equal opportunity to ones' opponent, it will really open the game up.